Welcome to my first Pico-8 project.
It's based on an idea I had ages ago and have continually failed to finish.
Right now it's basically a super simple gameplay prototype.
Use the arrow keys to move the blue dude around and push the pink "boulders" to crush the green "monsters".
Good luck.
Gonna spend some time giving it a bit of character now. Animations and the like.
v0.1.1
Player and enemies now have animation.
Enemies collide with each other, it's a bit janky right now though.
v0.2.0
Rocks can be pushed multiple times!
Known Issues:
Enemy collision is a bit weird.
Sometimes rocks can spawn where rocks already are and this causes problems.
Framerate seems to take a dive when so many rocks are on screen.

Here's a WIP for the 1-Bit Clicker jam, the HP drop for the rat has been sorted, somehow there's an issue in the attack function where I'm mixing up actors A,B with P(player) and Rat, just when I thought I was sorted :s
Shout out to the guys in this thread and comments below for your help and patience.
To do:
-adding more enemies
-click counter for enemies' hp (with a bar)
-effects and juice
-music/sfx
-more gameplay if time (penalties for player)
-start/gameover screens
Hi there, guys.
"Violence" is a glorious story of an intelligent child, that unfortunately doesn't like animals. Actually, he hates them. They frustrate him from the day one cat has bitten the protagonist's hand. Can you help our little hero thrust all zoo's animals in their foreheads and their lungs, so they'll never bother him again?
Beware of bites - shorter, crippled hand means harder gameplay. Also, be sure to use slowmo if avaible and to check out the mighty shotgun (if you find it).
There's a reward for those who beats the game.
Have fun.

Hi everyone,
I got inspired by the 1-Bit Clicker jam to experiment with a new game and have an issue with a single mouse click being active for a few frames while I would like it to behave just like BTNP where the click stops registering on the next frame until I press it again.
Hope that makes sense :)
Thanks for your help.
K.

This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
Press the "code" button at the bottom of the game window to view the source code
Edit:
Altered wall-jump physics to make leaping off the wall easier
Added pause menu option to tweak wall slide delay timing

This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
I made a little tool exploring higher-order Lissajous patterns. Well, I'm not entirely sure they're actually called that, but this name sounds very mathematical :-). Some outputs look like human tongues or crests, some like butterflies, some like atomic mushrooms.
I'm sure everyone knows the principle of the basic Lissajous patterns. You iterate the following through a reasonable range of T and plot the points as you go:
X = sin(T / Rx) Y = cos(T / Ry) |
Rx == Ry gets you a circle, Rx == 2 and Ry == 1 is a paraboloid, and Rx == 1 and Ry == 2 looks like an hourglass. The images generated by my cart extend this a little bit. I sum a few "higher harmonics" before plotting the result:
X = 0 Y = 0 for I = 1 to speficied_order: X += sin(T * I / Rx) * R Y += cos(T * I / Ry) * R R *= 0.75 |

Early test of some Shoot 'em Up stuff I've been tinkering with.
System has following features:
- Space partitioning collision detection, with pixel accurate thanks to https://www.lexaloffle.com/bbs/?tid=2179
- Cardinal spline interpolation for enemy flight paths.
- Timers
- Simple object system
- Simple game state machine
Done at "Grawitacja 8-bit Gamejam" - 7-9.04.2017, Kraków, Poland
Future updates:
- proper titlescreen/ending
- major code refactor
- more sprites and moving paths
- additional bonuses
- actual levels
- HUD improvements
- bug fixes
- special edition for Yerzmyey/H-PRG
I would like to hear any opinion about this little piece of crap, any other suggestion or just a bug report
Keep in mind that was my first PICO-8 code, and I've seen the Pico for the first time less than a hour before gamejam.
PS: Don't put me in jail, even if this PICO-8 copy was unlicensed. Is that cartridge a "bootleg" now? :D
My first Pico-8 cart. This took me probably way longer than it should've to make, but I learned a lot along the way about Pico-8 and Lua. If you can think of a cleverer name than "Zombyard," please let me know. I may update the game with more levels, but right now there are just 10. Hope you enjoy!
For more games, visit maximilio.itch.io.
Inspired by old-school demo-scene effects, here is a new and improved grayscale bump map render, which takes 8 bit height map input and generates real-time shading effects.
Please see GitHub for Python image conversion script and sample files. (https://github.com/electricgryphon/pico-9-height-map-converter)
I found the skull height map in the following forum:
http://www.cnczone.com/forums/artcam-pro/156994-last-supper-bas-relief-trade.html
--Electric Gryphon

Ok with a bunch of help from LRP I have an entry that works in 138 characters! I'm so happy I managed this. I didn't think I'd actually be able to compress it this small. It was a lot of fun to do.
code:
k=2^13::s::for a=0,k do n=0 for x=0,8 do n+=peek(k*3+a+x/3+x%3*64-65)end poke(a,n==12 and 4 or n==16 and peek(a))end memcpy(k*3,0,k)goto s |
Original post:
Was trying to make Conway's Game of Life into a #tweetjam entry but wasn't able to get it below 175 characters. It reads the screen to do the simulation so while it will always display the same simulation from the BBS you can do whatever input data you want if you download the cart by having whatever you like on screen when you hit run.

This is a simple demo of storing movement in speed and angle values instead of speed-x and speed-y. It shows a ball bouncing around inside a box.
Controls:
up/down: change movement speed
left/right: change movement angle
x: pause movement
z: randomize the movement angle
Introduction to pico-8 angles:
right: 0
up: 0.25
left: 0.5
down: 0.75
The speed of the ball is stored as ball.speed and the angle is stored as ball.angle. When the ball moves, the program uses sin() and cos(), along with the speed and angle, to calculate how far to move the ball in each direction (x/y movement).
dx=ball.speed*cos(ball.angle) dy=ball.speed*sin(ball.angle) |
The advantage of storing the speed and angle speed-x and speed-y is that they are easier to change directly than manipulating x-speed and y-speed. For example, when the ball bounces off a wall, you can just change the angle and know that the speed will stay the same.
This demo calculates speed-x and speed-y every frame, which isn't really necessary. In a real program, you would probably want to store all four values: speed, angle, speed-x and speed-y, and only recalculate speed-x and speed-y when you change the speed or angle.
In the bounce_ball() function, the angle you provide is the angle of reflection. For example, a vertical line has an angle of 0.25 (it goes straight up) and a horizontal line has an angle of 0.5 (it goes straight left). You can tweak these angles if you want the ball to bounce off at a different angle.
I put together an engine for turn-based battling. I plan to use this for a boss gauntlet game I would like to do in the future or some other project. For the time being, I focused on laying out the foundations and would like to showcase the engine I put together, and maybe some of you would like to incorporate it into your own game. The demo does not contain any audio.
Features
-The general setup with numerous comments on the functions and commands (from a beginner programmer)
-Defense and magic system
-1 boss to fight with a Pseudo AI setup.
Controls
Up and Down Arrow Keys: Move the menu cursor
Left and Right Arrow Keys: Move the magic menu cursor
Z: Confirm action.
[u]Notes





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